Nuvendil said:
Not everything can be done in 16fpp, that's why standard GFLOPS and TFLOPS are measured based on 32fpp. Now having good 16fpp performance can be good for those who take the effort to take advantage of it by having those things the can be done in 16fpp handled in that way, but it won't double performance. The big issues are cost, battery, and heat though. I just don't see a means by which Nintendo and Nvidia could get anywhere near 1.5 to 2 TFLOPS while keeping the cost down, battery acceptable, and heat in check. It's much better to take advantage of Nvidia's ability to make maximum use of each GFLOP and shoot for something more reasonable like 1 to 1.1 TFLOPS and use the advantage over AMD's tech to get real world performance parity (or very close) with the Xbone since that could almost certainly be done with the systems price, battery, and cooling targets maintained. |
Thanks!I really appreciate the explanation.Hopefully it manages to get the parity with XOne, or close enough that it wouldnt matter the difference, so that porting isnt an issue.Nintendo needs to appeal to more than its fanbase, and this news if true, can help Nintendo achieve that.
My (locked) thread about how difficulty should be a decision for the developers, not the gamers.
https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1







